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#51
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Yet another thread where someone is disappointed that they can not win against the enemies aircraft by "dogfighting".
Always in the face of incredible overwhelming history that says dogfighting was far down the list of things that won the air war in WWII. The United States and USSR advantage in WWII air combat was either in teamwork and/or overwhelming production capability. Japan was a tiny island and Germany was a tiny country, both with very limited resources. It was the rare exception in WWII when an allied pilot with sensational flying ability was able to successfully dogfight with an experience Japanese pilot in a Japanese aircraft. There are so many books, essays and articles filled with how the allied aircraft's advantage lay in speed and teamwork that it would take you a lifetime to read them all, but the ones everyone looks at are the very few where some good allied pilot used his bag of tricks to get his SBD, Wildcat, Hellcat etc. to fly toe to toe with some Jap pilot of questionable skill. The only way to beat Aces flying Jap planes is to use an advantage in E or numbers, or to exploit a weakness in the AI. All the bad things that ever happened to this sim have had allied Fan-Boys at the root of it, complaining that they can not dogfight with Axis craft, or that their machine guns for some reason are not as powerful as CANNONS. They will look for anyway to get things done except for the way it was done in history, including hacking the official patches of IL2. Last edited by Jumoschwanz; 05-13-2013 at 01:06 PM. |
#52
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Fly with a wingman or 3. Use teamwork. Which will never happen since that will just lead to kill stealing and shoulder shooting calls.
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#53
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Sauce for the goose is sauce for the gander. Dogfighting is for biplanes and beginners. Quote:
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In every air force there are the few that count for half or more of all victories. But while it's okay to champion Joachim Marseilles it is bad to champion Joe Foss? It must be so if you feel so bad over what are no more than little boy's arguments for national pride. Quote:
Maybe you are not forgetting. Maybe you didn't arrive until later but that's how it went. |
#54
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The best boom and zoom planes were axis (German), the best turn and burn planes were axis (Japanese (or did the Hurricane really out-turn them as it does in this sim?)).
To say the axis has only turn and burn planes, is as silly as to say they only had boom and zoom planes, they had both, but they weren't the same planes or in the same theatres. |
#55
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and/or better performing aircraft, better trained pilots, better logistics, better weapons, tougher aircraft, better strategic and/or tactical doctrine, better recon and/or whatnotelse. I don't really know what kind of statement you were trying to make, but taking it at face value, it is far from the truth.
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#56
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Cobblers, dogfighting is for the guy in the plane that turns best. You have to know which plane is which.
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#57
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LOL, turning ability and the power to keep it up are relative and as in all cases depends on the pilot. Angles fighting limits options by wasting energy. It has far less potential than energy fighting.
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#58
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__________________
![]() Last edited by K_Freddie; 05-13-2013 at 08:28 PM. |
#59
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Fighter pilots in WWII were generally the cream of the crop in almost all nations; you had to be a near perfect specimen before you even entered training, and if you weren't bright enough to pass the the classes and capable of accepting military discipline, you were washed out before you ever got into a cockpit. That shouldgo without saying. We are moving far afield from the original issue; the real-life fact that the Zero’s maneuverability dropped off at higher speeds due to increasingly high stick forces as speeds went further past 200 kts indicated. It dropped off so much that the phenomenon became quickly recognizable to experienced Allied pilots, who then were able to exploit that weakness by keeping their speed above 200kts/225mph. It was not a matter of ‘greater strength’ in Western pilots because Western pilots who tested captured Zeros all noted the same high stick forces and also could not achieve the kind of precise or tight maneuvers in it at the higher speeds that it demonstrated at speeds just a few knots slower. It was a matter of Allied designs having lighter ailerons at higher speeds, because Western design philosophy placed a higher premium on speed and firepower than on low speed turn and climb/acceleration. If the AI pilots all have the ‘same’ strength AND the high stick forces were part of the A6M series’ FM, one could reasonably expect the Zeros’ high G maneuvering to drop off at higher speeds and their recovery from dives to be mainly in a straight line until their excess speed was burned off. But they don’t, just as AI gunners in some planes are much more accurate than AI gunners in other aircraft for reasons unknown. In an offline campaign, it is that much harder to use the tactics used successfully in real life when your AI wingman bugs off and the AI aircraft you are fighting don’t exhibit the sort of limitations that the aircraft that they are supposed to be modeled on had. cheers horseback |
#60
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I read about conditions at Guadalcanal for the Marine pilots there. Malaria being rife and you kept flying until you couldn't get in the plane. Not being able to get a night's sleep often due to air raids. And yes, missing the occasional meal as well as going up in planes with unfixed gigs that occasionally amounted to crash on or soon after takeoff with the lucky ones only having to turn back. It was very bad for the Marines from the start and well into it at Henderson Field.
But their stick roll forces were not so great at high speed. I think that the difference came when tactics that took advantage of such margins were put into operation, same as with the AVG & the 14th Air Corps and that those tactics were in play before Guadalcanal was taken. Those tactics allowed the US pilots to decline close-in dogfighting and win. One thing about planes with great low speed turning ability is that it's not great at mid speed and loses out before things get really fast. I've taken advantage of that in many sims online and off just through tactics. Taking the faster, less turn easy plane and flying fast large half-vertical egg-shapes I've been able to hit the slow movers and be gone. Any that did have speed up were generally not able to follow and get lead enough to shoot. They could fly inside my great circle but still losing lap after lap while almost all the time I held the initiative. When I'd get to the top well above them I could hold up there if it even looked like the sucker might get a shot timed and drop down behind him in seconds. When I was roaring along the bottom I had enough smash to alter course a good 10-15 degrees quickly without much slowing and be in a very different part of the sky than my path had been headed rather more quickly than my slower moving adversary could respond to. I could roll onto a new heading at any time and had the speed to make something real of it while my slower enemy had less of all that including the ability to turn at the speed he was forced to fly. His ability to use initiative was almost nil. Of course if I hadn't been able to shoot deflection well, it wouldn't have meant so much. That's why I think there are so few good energy fighters. You have to get past needing to sit on someone's tail and pepper them from close in to energy fight. |
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